Thanks for the warm welcome. And thanks for putting me on the right track.

Had some trouble figuring out how to implement those functions. But eventually figured it ( partially ) out.

My updated my shoot_maingun() function.

Code:
function shoot_maingun(){

	me.scale_x= 0.7;
	me.scale_y= 0.7;
	me.scale_z= 0.7;
	my.ambient = 50;  // medium bright
	my.lightrange = 300; // activate dynamic light
	vec_set( my.blue,vector(255,50,50)); // bluish light color
	//set(me,BRIGHT);   // additive blending	
	
	vec_scale(my.scale_x,0.3); // small size
	c_setminmax(my);   // set my bounding box to my real size
	

	// positioning the grenade ( in this case a scaled house, grenade model on todo list )
	// get tank vector in vec_for_bone
	// set the tank vector as the starting point when shooting the gun with vec_set
	vec_for_bone(temp2, you ,"end_barrel_bone");
	vec_set(my.x,temp2);

	//me.STATE = 1;
	
	
	ang_for_bone(temp1, you ,"end_barrel_bone");
	debugValueEndBarrelBoneAngle = temp1;
	me.pan = temp1 - 90;
	
	while(1){
		

		//set(my,FLAG2); 
		
		//if ( me.STATE == 1 )
		
			my.roll += 40*time_step; 
			//c_move( my,vector( 70*time_step,0,0),NULL,IGNORE_YOU );
			c_move( my,vector( 5*time_step,0,0),NULL,IGNORE_YOU );
			
			
	
		
		//if ( me.STATE == 2 )
				
			
		wait(1);
		
	}	

}



It works like a charm now!

In my current code im using the ang_for_bone to get the correct pan but when executed, it seems it shoots in the wrong heading. I had to hardcode '-90' to the grenades pan to get the correct heading.
I'm obviously doing something wrong but have no clue what.

Code:
ang_for_bone(temp1, you ,"end_barrel_bone");
debugValueEndBarrelBoneAngle = temp1;
me.pan = temp1 - 90;



I could use suggestions on the trajectory of the grenade. I take it i gotta adjust c_move on the grenade entity?


Ed
PS. Idd leuk om ook een nederlander tegen te komen. Ik heb overigens geen MSN actief. Misschien dat ik toch maar eens de inlogcodes moet gaan opzoeken tongue